22-08-2019, 06:13 PM
Listen, I've just inserted the flipping code into ObiSolver.SimmulateStep(). It flips a GameObject into normal position just before the simulation and then flipps it back again at the end of the method. This did not help. And I am not talking about inverted normals - if they were the only issue, I would have flipped them in the shader by now - the problem is that the cloth kinda starts ignoring the colliders when flipped, even when I added the pre-flipping code. So I have a simple question: can I somehow ensure that the cloth can see the colliders (e.g. simmulate exactly like for the non-flipped cloth)? I have a very strong feeling that your suggestion to insert the flipping code into WaitForFixedUpdate() (meaning into the SimmulateStep()) was not the right one and you are omitting something. I have a strong suspission that I need to do something else to ensure that my GameObject is not flipped before the simulation, maybe change some variable? Btw, the Solver is sitting on a GameObject that itself gets flipped, maybe I should move it up the hierarchy so that it does not get flipped?